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author | omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-10-05 12:48:05 +1000 |
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committer | omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-10-05 12:48:05 +1000 |
commit | dfb6adbcbcc7d50b770b6d5ea82efdd8f8c32e25 (patch) | |
tree | a470b91a90716d7ea46fde53ed395449c24583a2 /src/render/shadows.h | |
parent | 54354e32c6498cc7f8839ab4deb1208d37216cc5 (diff) |
delete documentation workflow
Diffstat (limited to 'src/render/shadows.h')
-rw-r--r-- | src/render/shadows.h | 48 |
1 files changed, 0 insertions, 48 deletions
diff --git a/src/render/shadows.h b/src/render/shadows.h deleted file mode 100644 index 0482d10..0000000 --- a/src/render/shadows.h +++ /dev/null @@ -1,48 +0,0 @@ -/** - * @brief Functions for adding shadows to scene rendering. - */ - -#pragma once -#include "defines.h" -#include "ral_impl.h" -#include "ral_types.h" -#include "render_types.h" - -typedef struct Shadow_Storage { - bool enabled; - GPU_Renderpass* shadowmap_pass; - GPU_Pipeline* shadowmap_pipeline; - TextureHandle depth_texture; - bool debug_quad_enabled; - Mesh quad; - GPU_Renderpass* debugquad_pass; - GPU_Pipeline* debugquad_pipeline; - // TODO: Some statistics tracking -} Shadow_Storage; - -typedef struct ShadowUniforms { - Mat4 light_space; - Mat4 model; -} ShadowUniforms; - -typedef struct Camera Camera; -typedef struct Mat4 Mat4; - -// --- Public API -PUB void Shadow_Init(Shadow_Storage* storage, u32 shadowmap_width, u32 shadowmap_height); - -/** @brief Run shadow map generation for given entities, and store in a texture. - * @note Uses active directional light for now */ -PUB void Shadow_Run(RenderEnt* entities, size_t entity_count); - -PUB void Shadow_DrawDebugQuad(); - -/** @brief Get the shadow texture generated from shadowmap pass */ -PUB TextureHandle Shadow_GetShadowMapTexture(Shadow_Storage* storage); - -// --- Internal -GPU_Renderpass* Shadow_RPassCreate(); // Creates the render pass -GPU_Pipeline* Shadow_PipelineCreate(GPU_Renderpass* rpass); // Creates the pipeline -void Shadow_ShadowmapExecute(Shadow_Storage* storage, Mat4 light_space_transform, - RenderEnt* entities, size_t entity_count); -void Shadow_RenderDebugQuad(); |